Flourish Nightingale is a changeling Alchemist healer

A Changeling 3rd Level Healer via Alchemist (internal healing)

Description:

<html> <head><title>Flourish Nightingale Spectre</title> <meta> </head> <body> Flourish Nightingale Spectre
Female Changeling Alchemist (Internal Alchemist) 3
CG Medium Humanoid
Hero Points 1
Init +4; Senses darkvision 60 ft.; Perception +6


Defense

AC 22, touch 14, flat-footed 17 (+6 armor, +4 Dex, +2 natural, +1 dodge)
hp 15 (3d8-3)
Fort +3, Ref +7, Will +1; +2 vs. disease, +2 bonus vs. poison
Resist disease resistance +2, poison resistance +2; SR 9

Offense

Speed 30 ft.
Melee Claw x2 (Changeling) +1×2 (1d4+2/x2) and
   Unarmed strike +7 (1d3+5/x2)
Ranged Bomb +7 (2d6+4 Fire/x2)
Special Attacks bomb 2d6+4 (9/day) (dc 15)
Alchemist (Internal Alchemist) Spells Prepared (CL 3):
1 (4/day) Identify, Cure Light Wounds, Bomber’s Eye, Longshot

Statistics

Str 16, Dex 18, Con 10, Int 18, Wis 10, Cha 10
Base Atk +2; CMB +5 (+7 Grappling); CMD 19
Feats Brew Potion, Close-Quarters Thrower (Bomb), Dodge, Extra Bombs, Mother’s Gift: Hag Claws (Ex), Mother’s Gift: Surprisingly Tough (Ex), Mother’s Gift: Uncanny Resistance (Su), Splash Weapon Mastery, Weapon Focus (Bomb)
Traits Researching the Blot, Sacred Touch
Flaws Frail, Vulnerable
Skills Acrobatics +6, Appraise +8, Bluff +1, Craft (alchemy) +9 (+12 to create alchemical items), Diplomacy +1, Disable Device +6, Disguise +1, Fly +10, Handle Animal +1, Heal +4, Intimidate +1, Knowledge (nature) +10, Perception +6, Profession (herbalist) +4, Sleight of Hand +8, Spellcraft +8, Stealth +5, Survival +4, Swim +4, Use Magic Device +4; Racial Modifiers alchemy +3
Languages Celestial, Common, Elven, Giant, Gnome, Infernal
SQ brawling, breath mastery, discoveries (extend potion [4/day]), fast poisoning (move action), ghost touch, hero points, hulking changeling, mutagen (dc 15), poison use
Combat Gear Boro bead (1st level) (1/day), Boro bead (1st level) (1/day), Goblin skull bomb (2); Other Gear Leaf Sheet, Portable alchemist’s lab, 150 GP

TRACKED RESOURCES

Action Points – 0/6
Bomb 2d6+4 (9/day) (DC 15) (Su) – 0/9
Boro bead (1st level) (1/day) – 0/1
Boro bead (1st level) (1/day) – 0/1
Extend Potion (4/day) – 0/4
Goblin skull bomb – 0/2

Special Abilities

Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+4 (9/day) (DC 15) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
Boro bead (1st level) (1/day) Recharge a consumed extract of the chosen level.
Boro bead (1st level) (1/day) Recharge a consumed extract of the chosen level.
Brawling Unarmed strikes count as magic for bypassing DR.
Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constituti
Close-Quarters Thrower (Bomb) Attacks with selected weapons do not provoke attacks of opportunity
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disease Resistance +2 (Ex) +2 to save vs. Disease.
Extend Potion (4/day) A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Ghost touch Enhancement and armor bonus count against incorporeal creatures.
Goblin skull bomb When broken, deals 5d6 fire (no save) and sets on fire last person to touch it (Ref Neg).
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hulking Changeling (Ex) A changeling who was born of an annis hag is much more physically formidable than other changelings. You receive a +1 trait bonus on any damage you inflict with a melee attack.
Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 30 min.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Researching the Blot You can use spellcraft (DC 20+caster level) to identify magic items.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Spell Resistance (9) You have Spell Resistance.

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Bio:

Flourish Nightingale is a changeling Alchemist healer

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